Fire Absorption. Whenever the golem is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt.
Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.
Magic Weapons. The golem's weapon attacks are magical.
Vulnerabilities. Water and water-based attacks deal double damage.
Multiattack. The golem makes two melee attacks.
Slam. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 7) bludgeoning damage.
Sword. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 7) slashing damage.
Poison Breath (Recharge 6). The golem exhales poisonous gas in a 15-foot cone. Each creature in that area must make a DC 16 Constitution saving throw, taking 20 (5d8) poison damage on a failed save, or half as much damage on a successful one.
Description
Similar to a standard iron golem, an ancient iron golem has been dormant in an isolated place, exposed to moisture, dust, aging, etc. and thus is weakened but still dangerous. Without modification, it still retains any sentry orders or commands of its original creator. Any spellcaster can cast Mending, Destroy Water, and Prestidigitation on the creature (all within 1 hour of each other) and the creature will revert to a standard Iron Golem and be under the spellcaster's command.
Previous Versions
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Coming Soon
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